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Gagangrene
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Oops my model isn't big enough

Posted by Gagangrene - March 16th, 2020


So for Filly Astray, I'm making a boss's sprites in Blender. iu_101696_5523965.png

However, boss says this guy should look a little bigger. Scaling up the sprites is a terrible idea and I think we both know that, so I need to scale up the blender model instead.

This should be simple, but it's not. Firstly, I need to mess with the camera's focal length so it can see the entirety of the model, and in consequence, also alter the render settings to keep the resolution proportionally increased.

iu_101694_5523965.png

Divide the old Focal Length by 2 for the new focal length.

iu_101695_5523965.png

Multiply the old Resolution by 2 for the new resolution, and because it's the inverse of what we divided the Focal Length by.

So now the boss should look exactly the same when I render it (until I scale the actual model up) but should have plenty of room to move around in, because the resolution was increased.

iu_101697_5523965.jpg

Now for the hard part. The whole of the boss isn't one object, it's 23 different objects (19 empties, 1 Guide, 2 meshes, and 1 armature) constraining, parenting, and modifying eachother in different ways. I can't scale just the mesh, because it's armature deformations are applied after the scale. I can't scale just the armature, because it uses the Empties' positions as guides for IK, and the pose won't scale properly. And I've already been animating the positions of the empties, so I'd need to rinse and repeat any transforms for the empties across every keyframe to solve that problem.


The solution though, it's so Bullshit but it works!

iu_101698_5523965.png

Parent everything to another empty, scale the new empty, and then don't touch it. It feels wrong, but I'm not using the 3D data anywhere else but Blender, so it should be fine. Uh, don't know what to do if I were to export and bring this into Unity. Anyways this took way too long to type, time to animate it.


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